Any weird/controversial opinions? I’ll start. Before the remake, the best version of Resident Evil 4 was the Wii version. The Wiimote controls old Resi’s tank controls better than any other controller at the time. The PC version had a bunch of little bugs and detractors that the Wii version just doesn’t have.

I’ll extend this by saying that the Wiimote is actually pretty damn good for shooters, and particularly good for accessibility. Not having to cramp up my hands to press buttons is awesome for having arthritis. Aiming with the Wiimote and moving with the nunchuck just feel really natural, you barely have to move your fingers for anything.

  • Hildegarde@lemmy.world
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    1 year ago

    XP leveling systems and fast travel are bad mechanics that make games worse for their inclusion.

    • Justdaveisfine@lemmy.world
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      1 year ago

      I got to know - What are some examples of bad XP leveling, and what are some examples of good ones?

      Most RPGs that I can think of have XP leveling systems.

      • Mhlindsey@lemmy.fmhy.ml
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        1 year ago

        I think they mean when those system are impelmented into non RPGs, such as the new God of War games, Spider-Man, etc.

        • Hildegarde@lemmy.world
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          1 year ago

          No I don’t. This is a thread for gaming hot takes.

          Xp doesn’t even work in most RPGs.

      • Hildegarde@lemmy.world
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        1 year ago

        The worst leveling system is pokemon. They have this beautifully crafted strategy game with advantages and counters that gets completely steamrolled by more levels = better in every way.

        If enemies are a much higher level than you, they are impossible to fight, and enemies that are much lower are trivial and boring. The game only has a satisfying difficulty when enemie’s power increases at the same rate as the player. This introduces so many design problems needlessly.

        How can you balance a linear RPG so that players who blitz through the story, and completionists both have a satisfying experience?

        How do you make an open world RPG that lets the player explore wherever they want, but also ensures they only ever run into enemies that are an appropriate level?

        These XP systems where you become inately more powerful creates so many design problems. Games would be much better, RPGs included, if the designers didn’t include XP leveling systems unless they really are adding something essential to this specific game.

    • Jee@lemmy.fmhy.ml
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      1 year ago

      Fast tarvel are optional in most games so if immersion is your thing just don’t use it. I am not gonna hold w key for 10 mins to go to a different area, that simply is a waste of time to me. I wish fast travel are available even for shorter distances.

      • Hildegarde@lemmy.world
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        1 year ago

        The problem your’re describing is that the developers made uninteresting travel mechanics, and/or built their world in a way that requires the player to travel too much and too far.

        Fast travel lets developers get away with bad design decisions, which they wouldn’t make if they knew there wasn’t going to be fast travel.

        • Jee@lemmy.fmhy.ml
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          1 year ago

          I wouldn’t say it’s bad. Like taking a big open world game like rdr2, you need fast travel one way or another. Either by train or horse fast travel I can pretty go around the whole map without too much hassle. I don’t think that’s breaking immersion and I would also sometime travel the entire distance by horse when I feel like it. You are absolutely free to say you don’t like fast travel as optional mechanic but taking that away would genuinely make an open world game unplayable for me.